Cyclone231
2006-04-14, 08:34 PM
Welcome to a new idea, from a guy who has some pretty dumb ideas. This time, it's lengthy and going to be highly overdone. What is it, you may query? Does it have anything to do with gardening?
Yes. Yes it does.
Say hello... to Heroes...
Of... Gardening!
Expect this to grow to retarded proportions in time. Suggestions are welcome.
Special Rules:
Gardens: A garden is considered to be, effectively, a Plant (Swarm) with no attack or move or similar characteristics, which has a number of hit dice equal to the Gardener Rank of it’s raiser. Attacking a garden requires a normal check similar to the one that would be made against a normal Plant (Swarm). Other attributes of a garden are determined by the plant in question.
When a garden dies, it is not really dead - a few scant barely alive plants will still survive, and can survive on their own for 1d4 days, whereupon they are dead and the garden is truly deceased. This state is called “deadlined”.
If a garden comes into contact with fire, it will take 1d4 damage per turn until the flames are extinguished. Furthermore, a garden killed by fire will have no surviving plants and cannot be saved.
Healing: Healing a garden which has deadlined requires a successful Heal Garden check (DC 10 + garden’s negative health), after which it begins to regenerate at the rate of 1 per day.
Planting: Planting a garden requires a Grow Garden check (DC determined by plant to be planted). Planting a garden takes a full day’s work, unless otherwise noted in the entry. Failure means that the plants won’t grow, will grow with worse hit points, or something along those lines, at the GM’s discretion.
Character Classes:
Botanist (Bot) - The botanist understands the ideal conditions for almost any plant he attempts to raise.
Cheater (Cht) - The cheater specializes in sabatoge, though his means vary from lies to animals to fire.
Empath (Emp) - Some consider the empath a little crazy, because he talks to plants, but his bond with them is special and deep.
Green Thumb (Grn) - The green thumb is unusually good with plants, and knows their responses to an almost mystical extent.
Watchman (Wmn) - Though he is a fair gardener, watchman’s true strength lies in his careful eye and light sleep.
Botanist:
The botanist is scientific, deliberate, and carefuly. His eye checks every fact twice, and he is difficult to trick. While many turn to more instinctive, more error filled, methods, the botanist watches his plants through the eye of science, and science alone.
Characteristics: The botanist’s purpose is to raise plants in a fairly typical, simple, but functional, pattern. He is not skilled in fighting, and is much more a bookworm than a character active in intrapersonal strife. Botanists are excellent on the home front, though they know a thing or two about active combat as well.
Backgrounds: Botanists are typically retired scientists, using the knowledge they gained to become well-known gardeners. Sometimes they’re up and coming young scientist, and others they’re not even scientists at all.
Game Information:
Hit Dice: d6
Class Skills: The botanist’s class skills (and the key ability for each skill) are Forgery (Int), Heal (Wis), Heal Garden (Wis), Grow Garden (Wis), Knowledge (Any) (Int), Open Lock (Dex), Search (Wis), Profession (Wis), and Use Weird Device (Int).
The botanist gets 4 + Int Modifier skill points.
http://img.photobucket.com/albums/v260/Cyclone231/BotanistTable.png
Calculating Mind: At an after first level, as a full round action, the botanist can analyze a garden. He must make a Knowledge (botany) check (DC 10 + garden’s HD), and, if successful, gets a bonus equal to his Int modifier to the following made against the garden: healing rolls, attack rolls and growing rolls.
Botanic Knowledge: At third level, the botanist gains the ability to use his Int instead of his Wis on Heal Garden, Grow Garden and Profession.
Bookworm: At fifth level, the botanist can make a Knowledge (botany) to remove penalties to Grow Garden or Heal Garden due to an unfamiliarity with the type of plant in question.
Adaptable Gardening: At sixth level, the botanist gets a +2 bonus on all Grow Garden checks to respond to new stimuli.
Natural Chemicals:At eighth level, the botanist can spend ten dollars and make a successful Knowledge (botany) check (DC 20) to purchase a series of plants which can be used to create any of the following effects after one hour of work:
Alcohol: Drinker must make a Fort save (DC 10 + botanist’s level + botanist’s Int) or take d2 Int and Cha damage for 2d10 hours.
Firestarter: Can be used to begin a fire. After being lobbed (up to thrower’s Str times five feet), it collides with the ground and starts a fire.
Hallucinogen: Drinker must make a Will save (DC 10 + botanist’s level + botanist’s Int) or take d3 Wisdom damage for twenty four hours.
Plantkiller: Deals 1d6 damage/hour to gardens which have been soaked in it. Lasts for 1d6 hours, or until garden is washed with a hose.
Poison: Drinker must make a Fort save (DC 10 + botanist’s level + botanist’s Int) or take d2 Constitution damage, which recovers at the rate of one per day.
Perfect Botanist: At tenth level, the botanist can take his Knowledge (Botany) skill up five ranks higher than normal.
Cheater:
The cheater’s good at, well, cheating. He’s skilled at winning by default, destroying competition with violence, and generally just pissing all over “moral codes” and such. Sometimes the cheater isn’t even a bad guy - he just knows how to cheat.
Characteristics: Cheaters are known for their unsavory methods of winning first and formost, but they have some skill at winning through more ordinary means - just not very much.
Backgrounds: Cheaters generally lack much in the form of fitting a certain history. Some may be ex-cons, some may simply cheat because they can’t win otherwise, or anything that involves not being fair to others.
Game Information:
Hit Dice: d6
Class Skills: The cheater’s class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Grow Garden (Wis), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Sleight of Hand (Dex) and Spot (Wis).
The cheater gets 4 + Int Modifier skill points.
http://img.photobucket.com/albums/v260/Cyclone231/CheaterTable.png
Archetype: At first level, the cheater chooses one of the following archetypes:
Firestarter: A firestarter excels at destroying gardens by fire. He gains the following abilities:
• Know Flame: A firestarter cheater can add his Int modifier to the damage dealt each turn by fire if he makes a successful class level check (DC 10 + garden’s HD).
• Feed the Flames: At level five and beyond, the firestarter can feed a fire - this has the opposite effect of extinguishing a fire, and causes the fire to deal an additional dice of damage each turn that it is fed. It requires fuel.
• Matchstick: At level ten and beyond, the firestarter can start a fire with only a matchstick of negligible cost. Normal people, when using matchsticks to begin such fires, typically allow them to become wetted in the process and therefore useless.
Stray Handler: A dog handler can attract strays to destroy gardens by digging and such. He gains the following abilities:
• Digdug: A stray handler can make a Handle Animal (DC 10 + garden’s HD) to attract stray dogs to the garden by use of meat. This takes between ten minutes to one hour, depending on the cheater’s skill. If successful, it attracts a number of dogs to the garden equal to the cheater’s class level, which will begin to dig up the garden and area around it. He also gets Animal Handler as a class skill.
• Pet: At level five and beyond, a stray handler can gain a pet, which can be sent to destroy enemy gardens at his behest. The animal gains a number of hit dice equal to a third the stray handler’s cheater level, as well as associated bonuses (bonus to saves). He can only have one pet at a time.
• Other Animals: Rather than attracting stray dogs, a stray handler can attract any vermin or animal with a CR of less than 2 when .
Weedfiend: A weedfiend can plant weeds in his enemy’s gardens, thus reducing the growth and survivalability of the garden. He gains the following abilities:
• Plant Weed: As an action taking one minute, a weedfiend can plant a square of weeds, which will, over the course of a week, grow to a number of hit dice equal to the weedfiend’s gardener rank. These weeds add the weedfiend’s cheater levels to the DC of all Grow Garden checks made on the garden they inhabit. They can be removed with a successful Grow Garden check (DC 10 + Cheater level) over the course of d12 hours.
• Deep Weeds: At level five and beyond, a weedfiend can take ten minutes to plant weeds
Sneaky SoB: At third level and after, the cheater can add his cheater levels to all Move Silently and Hide checks.
Garden No More: At fourth level and after, the cheater gets a +1 bonus on all attack rolls versus enemy gardens. At eighth level, this bonus increases to a +2.
Yes. Yes it does.
Say hello... to Heroes...
Of... Gardening!
Expect this to grow to retarded proportions in time. Suggestions are welcome.
Special Rules:
Gardens: A garden is considered to be, effectively, a Plant (Swarm) with no attack or move or similar characteristics, which has a number of hit dice equal to the Gardener Rank of it’s raiser. Attacking a garden requires a normal check similar to the one that would be made against a normal Plant (Swarm). Other attributes of a garden are determined by the plant in question.
When a garden dies, it is not really dead - a few scant barely alive plants will still survive, and can survive on their own for 1d4 days, whereupon they are dead and the garden is truly deceased. This state is called “deadlined”.
If a garden comes into contact with fire, it will take 1d4 damage per turn until the flames are extinguished. Furthermore, a garden killed by fire will have no surviving plants and cannot be saved.
Healing: Healing a garden which has deadlined requires a successful Heal Garden check (DC 10 + garden’s negative health), after which it begins to regenerate at the rate of 1 per day.
Planting: Planting a garden requires a Grow Garden check (DC determined by plant to be planted). Planting a garden takes a full day’s work, unless otherwise noted in the entry. Failure means that the plants won’t grow, will grow with worse hit points, or something along those lines, at the GM’s discretion.
Character Classes:
Botanist (Bot) - The botanist understands the ideal conditions for almost any plant he attempts to raise.
Cheater (Cht) - The cheater specializes in sabatoge, though his means vary from lies to animals to fire.
Empath (Emp) - Some consider the empath a little crazy, because he talks to plants, but his bond with them is special and deep.
Green Thumb (Grn) - The green thumb is unusually good with plants, and knows their responses to an almost mystical extent.
Watchman (Wmn) - Though he is a fair gardener, watchman’s true strength lies in his careful eye and light sleep.
Botanist:
The botanist is scientific, deliberate, and carefuly. His eye checks every fact twice, and he is difficult to trick. While many turn to more instinctive, more error filled, methods, the botanist watches his plants through the eye of science, and science alone.
Characteristics: The botanist’s purpose is to raise plants in a fairly typical, simple, but functional, pattern. He is not skilled in fighting, and is much more a bookworm than a character active in intrapersonal strife. Botanists are excellent on the home front, though they know a thing or two about active combat as well.
Backgrounds: Botanists are typically retired scientists, using the knowledge they gained to become well-known gardeners. Sometimes they’re up and coming young scientist, and others they’re not even scientists at all.
Game Information:
Hit Dice: d6
Class Skills: The botanist’s class skills (and the key ability for each skill) are Forgery (Int), Heal (Wis), Heal Garden (Wis), Grow Garden (Wis), Knowledge (Any) (Int), Open Lock (Dex), Search (Wis), Profession (Wis), and Use Weird Device (Int).
The botanist gets 4 + Int Modifier skill points.
http://img.photobucket.com/albums/v260/Cyclone231/BotanistTable.png
Calculating Mind: At an after first level, as a full round action, the botanist can analyze a garden. He must make a Knowledge (botany) check (DC 10 + garden’s HD), and, if successful, gets a bonus equal to his Int modifier to the following made against the garden: healing rolls, attack rolls and growing rolls.
Botanic Knowledge: At third level, the botanist gains the ability to use his Int instead of his Wis on Heal Garden, Grow Garden and Profession.
Bookworm: At fifth level, the botanist can make a Knowledge (botany) to remove penalties to Grow Garden or Heal Garden due to an unfamiliarity with the type of plant in question.
Adaptable Gardening: At sixth level, the botanist gets a +2 bonus on all Grow Garden checks to respond to new stimuli.
Natural Chemicals:At eighth level, the botanist can spend ten dollars and make a successful Knowledge (botany) check (DC 20) to purchase a series of plants which can be used to create any of the following effects after one hour of work:
Alcohol: Drinker must make a Fort save (DC 10 + botanist’s level + botanist’s Int) or take d2 Int and Cha damage for 2d10 hours.
Firestarter: Can be used to begin a fire. After being lobbed (up to thrower’s Str times five feet), it collides with the ground and starts a fire.
Hallucinogen: Drinker must make a Will save (DC 10 + botanist’s level + botanist’s Int) or take d3 Wisdom damage for twenty four hours.
Plantkiller: Deals 1d6 damage/hour to gardens which have been soaked in it. Lasts for 1d6 hours, or until garden is washed with a hose.
Poison: Drinker must make a Fort save (DC 10 + botanist’s level + botanist’s Int) or take d2 Constitution damage, which recovers at the rate of one per day.
Perfect Botanist: At tenth level, the botanist can take his Knowledge (Botany) skill up five ranks higher than normal.
Cheater:
The cheater’s good at, well, cheating. He’s skilled at winning by default, destroying competition with violence, and generally just pissing all over “moral codes” and such. Sometimes the cheater isn’t even a bad guy - he just knows how to cheat.
Characteristics: Cheaters are known for their unsavory methods of winning first and formost, but they have some skill at winning through more ordinary means - just not very much.
Backgrounds: Cheaters generally lack much in the form of fitting a certain history. Some may be ex-cons, some may simply cheat because they can’t win otherwise, or anything that involves not being fair to others.
Game Information:
Hit Dice: d6
Class Skills: The cheater’s class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Grow Garden (Wis), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Sleight of Hand (Dex) and Spot (Wis).
The cheater gets 4 + Int Modifier skill points.
http://img.photobucket.com/albums/v260/Cyclone231/CheaterTable.png
Archetype: At first level, the cheater chooses one of the following archetypes:
Firestarter: A firestarter excels at destroying gardens by fire. He gains the following abilities:
• Know Flame: A firestarter cheater can add his Int modifier to the damage dealt each turn by fire if he makes a successful class level check (DC 10 + garden’s HD).
• Feed the Flames: At level five and beyond, the firestarter can feed a fire - this has the opposite effect of extinguishing a fire, and causes the fire to deal an additional dice of damage each turn that it is fed. It requires fuel.
• Matchstick: At level ten and beyond, the firestarter can start a fire with only a matchstick of negligible cost. Normal people, when using matchsticks to begin such fires, typically allow them to become wetted in the process and therefore useless.
Stray Handler: A dog handler can attract strays to destroy gardens by digging and such. He gains the following abilities:
• Digdug: A stray handler can make a Handle Animal (DC 10 + garden’s HD) to attract stray dogs to the garden by use of meat. This takes between ten minutes to one hour, depending on the cheater’s skill. If successful, it attracts a number of dogs to the garden equal to the cheater’s class level, which will begin to dig up the garden and area around it. He also gets Animal Handler as a class skill.
• Pet: At level five and beyond, a stray handler can gain a pet, which can be sent to destroy enemy gardens at his behest. The animal gains a number of hit dice equal to a third the stray handler’s cheater level, as well as associated bonuses (bonus to saves). He can only have one pet at a time.
• Other Animals: Rather than attracting stray dogs, a stray handler can attract any vermin or animal with a CR of less than 2 when .
Weedfiend: A weedfiend can plant weeds in his enemy’s gardens, thus reducing the growth and survivalability of the garden. He gains the following abilities:
• Plant Weed: As an action taking one minute, a weedfiend can plant a square of weeds, which will, over the course of a week, grow to a number of hit dice equal to the weedfiend’s gardener rank. These weeds add the weedfiend’s cheater levels to the DC of all Grow Garden checks made on the garden they inhabit. They can be removed with a successful Grow Garden check (DC 10 + Cheater level) over the course of d12 hours.
• Deep Weeds: At level five and beyond, a weedfiend can take ten minutes to plant weeds
Sneaky SoB: At third level and after, the cheater can add his cheater levels to all Move Silently and Hide checks.
Garden No More: At fourth level and after, the cheater gets a +1 bonus on all attack rolls versus enemy gardens. At eighth level, this bonus increases to a +2.